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#40614417605811904 - Zook Man ZX4 - s2 small change

ZM_s2in62426.bk2
In 19:30.52 (69912 frames), 27937 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
792 downloads
Uploaded 7/26/2017 1:32 AM by FatRatKnight (see all 245)
f56625 *** STAGE 2 ***
f56849 Segment 0: 224
f58448 Segment 1:1599
f58509 Segment 2:_ 61
f58610 Segment 3: 101
f58838 Segment 4: 228
f59032 Segment 5: 194
f59814 Segment 6: 782 (pr: 778)
f59905 Segment 7:_ 91 (pr:_ 96)
f60033 Segment 8: 128 (pr: 127)
f60124 Segment 9:_ 91 (pr:_ 92)
f60394 Segment10: 270 (pr: 272)
f61717 Segment11:1323 (pr:1328)
=== END OF STAGE 2 (Frames: 5092) === (pr:5100)
Implemented Exonym's idea, and ended up with this mess. Apparently slower in the immediate segment, oh but we make it all back up in the next. Yet we lose a frame and break even on the next transition, but don't worry, the better camera makes it all better before the door, and you saved a frame rule.
I mean, sure. I did end up with something faster overall. I'm just really confused how it works out.
More specifically, I did a turnaround landing before Flame Charge. I did not Flame Charge out of the air and onto the slope. Thing is, if you're not on the ground when doing the Flame Charge, the next time you come into contact with a floor tile, you will stick there and be forced to wait it out until the Flame Charge ends. The slope tiles don't block you, and the "magnet" tiles found around slopes stick you to the slope, so we're good there, except again, once the slope ends and we move on to floor tiles, we get stopped. Walk a few frames so that we don't end our dash before that Flame Charge out.
Oh, and this file has my hastily attempted parts of the end stages tacked on. Yes, I'm having trouble manipulating ammo drops properly. I'm a bit too slow on s12, the Stage 4 look-alike.